Saturday, March 28, 2020

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Game 363: Ultima VII: The Black Gate

A deceptively pleasant introductory screen.
             
Ultima VII: The Black Gate
United States
ORIGIN Systems (developer and publisher)
Released in 1992 for DOS; 1994 for SNES
Forge of Virtue expansion released later in 1992 for DOS
Date Started: 20 March 2020

I first played Ultima VII in 1999. I had just purchased my first Windows laptop after 7 years of Mac-exclusive ownership, and I was ready to catch up on a decade of RPGs. I had staved off my addiction while serving in the Army Reserves, going to college, meeting my eventual wife, and starting my career, and it was best for all of those endeavors that I did. But life had settled down by then, and I was ready to take the risk.

The first two "new" RPGs that I played were Might and Magic VI and Ultima VII. ("New" being post-1990, when my Commodore 64 had died. By then, Ultima VII was 7 years old, of course, but I still think of it on the "new" side of the dividing line between "old" games and "new" games.) I had a similar reaction to each of them: initial distaste, followed by growing admiration, followed by absolute awe.
          
This may be the first CRPG with an expansion pack that takes place within the main quest.
            
But I still remember the reasons behind my initial reaction, and a few of them remain valid criticisms. I bought it as part of an Ultima anthology, so I would have played it after hitting Ultima IV-VI in quick succession. Compared to the small, crisp icons of the previous games, the Ultima VII characters seemed impossibly lanky and awkward. The creators must have taken to heart the criticisms of the tiny Ultima VI game window because they made the entire screen the game window--but then they zoomed it in so much that you still only see a tiny area.

They removed the ability to choose a character portrait, and I hated--still hate, really--the long blond-haired jerk that I'm forced to play. The guy looks like he's about 50, which doesn't bother me as much today as it did then. The typed keyword-based dialogue that I absolutely cherished had been replaced by clicking on words spoon-fed to you by the game. And then there was all the clicking! For the first time, the Ultima interface wasn't using my beloved keyboard shortcuts but instead wanted me to click around on things. I hate that now and I hated it more then, when the mouse was still new and uncomfortable.
          
I still find everything about this screen annoying.
          
Finally, there was the plot. 200 years have passed?! And all my old companions are still alive?! Who is this Red Thanos taunting me through the computer screen? And what in Lord British's name have they done to Lord British?!

This is all to say that I'm glad I'm not playing Ultima VII for the first time. This is a game that vastly benefits in a replay, at a point where I've accepted its weaknesses but also have a full understanding of its strengths. In fact, the position that I'm in right now--knowing that I'm in for a good game but not remembering much of it because I haven't played it in maybe 13 years--is just about perfect.

So let's back up and note all the things that the game does right, starting with the animated, voiced introduction, perfectly scored. The game opens on a pleasant scene of Britannia. A butterfly dances around a grassy hillside at the edge of a forest. There's a lilting tune with a timbre suggesting an organ but a melody suggesting more of a flute.
                
The first appearance of the Guardian.
           
But after a few seconds, the music fades and is replaced with an ominous, themeless tune in a low register. Black and blue static fill the screen. A red face with glowing yellow eyes and teeth like rocks pushes through the screen to address the player directly:
               
Avatar! Know that Britannia has entered into a new age of enlightenment. Know that the time has finally come for the one true Lord of Britannia to take his place at the head of his people. Under my guidance, Britannia will flourish, and all the people shall rejoice and pay homage to their new Guardian! Know that you, too, shall kneel before me, Avatar. You, too, shall soon acknowledge my authority, for I shall be your companion, your provider, and your master!
            
I would note that in contrast to the comically awful narrations at the beginning of both Ultima Underworld and Ultima VII: Part Two, the Guardian's voice is reasonably well-acted by Arthur DiBianca, who I gather was just a programmer who happened to have a nice bass voice. [Edit: I was wrong. The Guardian was voiced by a professional actor, Bill Johnson, who remained with the character for the rest of the series. He also played Leatherface in The Texas Chainsaw Massacre.] The voice immediately gives us a paradox because the Guardian looks like an ape, an orc, a monster, yet his voice is clear, his speech intelligent and articulated. Just what kind of foe are we facing? One who knows who we are, who has the ability to push through into our world.

(Incidentally, having never played Ultima VIII or Ultima IX, I still don't really know the answers to the questions about the Guardian's origin and motivations. I know it'll be tough, but I'd appreciate if no one spoils it.)
            
As the screen fades, the camera pulls back to show that the player is somehow playing Ultima VII on his computer, with a map of Britannia and a Moonstone sitting beside it. No, it doesn't make sense. Don't think about it.
          
I can't not think about it. How is my character playing Ultima VII? Does he have his own character? How far down does it go?
           
"It has been a long time since your last visit to Britannia," the title screen says, two years constituting "a long time" back in those heady days of annual releases. The character picks up his moonstone and heads out to the circle of stones in his back yard--only to find a moongate already there. Without hesitation, he plunges through to the title screen, which features not the triumphant, adventurous introductory music of most RPGs but rather a dark, dreadful march in 2/4 time. Something awful is coming, it says.
                
I'm not sure this ever gets answered.
         
Before we get into character creation and the opening moments of the game, let's diverge to the manual, which is perhaps the most brilliant game manual of all time--a superlative unlikely to ever be broken now that game manuals no longer exist. It manages to educate the player on the basics of Britannia and the past Ultima games while perfectly serving the plot of the current game. It is the only manual that I know that was written by the game's villain. I realize that's a bit of a spoiler, but you'd have to be a particularly dense player to not realize that something is at least a little fishy with "Batlin of Britain," and a veteran player of the Ultima series reads it with an escalating horror.

The manual is called The Book of Fellowship, and it describes the history, geography, and society of Britannia in the context of the growth of a quasi-religious/philosophical order called the Fellowship. Jimmy Maher has a particularly excellent article examining the parallels between the Fellowship and the Church of Scientology. (Garriott had apparently read a 1991 Time magazine exposΓ© of the Church while the game was in its planning phase.) But I also see a lot of the (then-) growing "prosperity gospel" in the Fellowship, and Batlin strikes me as much of a Joel Osteen (although no one at ORIGIN would have been aware of him in 1992) as an L. Ron Hubbard. One particular analogue with prosperity theology (and not Scientology) is the organization's "layered" approach to scripture. The Fellowship does not reject the Eight Virtues of the Avatar any more than prosperity theology rejects the Bible. It simply adds its own new layer of interpretation (simplification) on top of them, encouraging its followers to hold true to the past without really focusing on it. The emphasis is all on the new material--in the case of the Fellowship, their Triad of Inner Strength.

The manual begins with Batlin of Britain's introduction of himself. He presents himself with false humility as just a regular man, a fellow "traveller" through life, who has happened to stumble upon a bit of wisdom that he wants to share. Throughout his biography, he brags-without-bragging that he has served in all eight of the classical Ultima roles: Born and raised by druids in Yew, a first career as a fighter in Jhelom, then as a bard in Britain; trained by a mage from Moonglow; serving for a while among a company of paladins in Trinsic and as a tinker in Minoc; and finally spending a sojourn with the rangers of Skara Brae before ending up as a humble shepherd in New Magincia. His series of portraits through these sessions show a square-jawed, hale, charismatic figure, and it's no surprise when we actually meet him in-game to find a fatter, oilier version than is presented in the official portraits.
            
What kind of pretentious jackass divides his own biography into sections called "part the first" and "part the second"?
             
During his description of overcoming some wounds in Minoc, Batlin says:
              
A healer there told me that without the proper treatments (for which he charged outrageous prices) I would most probably die! I angrily sent him away. After a time I did mend. I had learned that the healing process takes place mostly in one's mind and have since placed no trust in healers who greedily prey upon the afflicted.
               
Here is our first actual contradiction with the world as we've come to know it as an Avatar. It manages to parallel Scientology's rejection of traditional psychology, sure, but also the Christian Science rejection of traditional medicine and perhaps "New Age" medicine in general.

He describes in his history how he met his two co-founders of the Fellowship, Elizabeth and Abraham (the "E.A." being an intended swipe at Electronic Arts, which would have the last laugh by purchasing ORIGIN the same year), and how his experiences led him to develop the Triad of Inner Strength. If the casual reader is not yet convinced of Batlin's villainy, it should become apparent in the section where he discusses the "ratification" of the Fellowship by Lord British. Though calling him "wise" and paying him obsequious homage, Batlin manages to paint the king as a capricious, dismissive sovereign, uninterested in the Fellowship until Batlin managed to "prove" himself with a display of confidence that manages to reflect the Fellowship's own philosophies. The section brilliantly manages to associate Batlin with the king and the king's favor (for those who still admire the king) while also planting a seed of doubt about Lord British's fitness to rule.

What he does to the Avatar is less subtle but far more damaging. Batlin knows that if his Fellowship is going to replace the Eight Virtues as Britannia's predominant theology, and if he himself is going to replace the Avatar as the spiritual figurehead, he must undo the Avatar. But the memory of the Avatar is too popular, his friends too influential, for Batlin to use a direct attack. Thus, he snipes and undermines and saps from all angles while pretending to admire the Avatar himself. "The Fellowship fully supports the Eight Virtues of the Avatar," he says, but that "it is impossible to perfectly live up to them. Even the Avatar was unable to do so continuously and consistently." Thus pretending to support the Eight Virtues while rejecting them, he introduces the Fellowship's Triad of Inner Strength:
            
  1. Strive for Unity: Work together to achieve common goals.
  2. Trust Thy Brother: Don't live your life full of suspicion and doubt.
  3. Worthiness Precedes Reward: Do good for its own sake before expecting compensation.
 
Maher's article points out how these three principles are not only kindergarten-level theology, but how easy it is to twist them towards evil ends. "Work together, don't question, don't ask anything in return" could be the motto of a fascist organization as easily as a charitable one.

Most of the slights against the Avatar occur during the second half of the manual, ominously titled "A Reinterpretation of the History of Britannia." Batlin walks through the events of Ultima I through VI much as the previous game manuals did, but with the occasional anti-Avatar salvo disguised as support. For instance, after describing the events of Ultima II, he says:
          
While there have been speculations as to the motivations of the Avatar, there is insufficient evidence to show that the Avatar was driven to violence by jealously over Mondain's romantic involvement with Minax. That being said, such theories are hereby denounced and should not be given consideration.
           
Soon afterwards, he "formally disagrees" with "those who say the Avatar should have handled [the events of Exodus] differently." He casts aspersions--no, sorry, alludes to other people casting aspersions--on the Avatar's motives in the Quest of the Avatar. As for Ultima VI: "Those who say that this terrible and destructive war could have been prevented had the Avatar not appropriated the Codex from its true owners are merely dissidents who are grossly misinformed." Leaving aside the fact that the Avatar wasn't the one who took the Codex, Batlin commits here the slimy politician's trick of introducing a slur while simultaneously denying it, thus seeding doubt while trying to remain above it. I've learned the hard way to at least try to keep politics out of my blog, but it's literally impossible not to think of Donald ("many people are saying") Trump when reviewing this aspect of the Batlin character or indeed the Batlin character as a whole. If I didn't say it here, someone would have filled in the blank in the comments as they did in the Maher article.

Aside from the undermining of the Eight Virtues, Lord British, and the Avatar, the manual is notable for numerous asides that make the veteran player eager to jump in and start swinging his sword. In his description of his time as a fighter, Batlin talks about "unruly lords wag[ing] war against each other . . . over Lord British's objections." Clearly, peace has broken down, but why? We later hear that Skara Brae is for some reason a "desolate ruin" (remind me to come back to another Batlin quote when I actually visit Skara Brae). Lock Lake near the city of Cove has become polluted. The town of Paws is said to be languishing in poverty. Some mysterious figure called the "Sultan of Spektran" has set up his own government on the island previously occupied by Sutek. The gargoyles have their own city, called Terfin, but there's a suggestion that local mines might be exploiting them for labor. Runic writing has fallen out of favor. There have been recent droughts. And worst of all, magic has been breaking down and its practitioners going insane.

Perhaps the biggest shock is that it has been 200 years since the Avatar last visited Britannia. This is presumably since his last visit in Ultima VI, not Ultima Underworld. The manual makes no acknowledgement at all of the events of Underworld; no mention is made of a colony on the Isle of the Avatar, nor its destruction in a volcanic eruption.

Ultima IV: Quest of the Avatar still has the best quest of the series, in my opinion, but Ultima VII may have the best plot. This isn't the first time that a CRPG has featured writing and plotting worthy of a novel (I would probably give that award to Starflight), but it's still rare in the era. I understand that we owe this depth of narrative to lead writer Raymond Benson, who would later go on to take over the James Bond novel series. Benson was a playwright and composer who had previously worked on computer adaptations of Stephen King's The Mist (1985) and the James Bond games A View to a Kill (1985) and Goldfinger (1985). He was recruited by ORIGIN in 1991 and wrote some dialogue for Martian Dreams before beginning Ultima VII.

Someone like Benson was exactly what ORIGIN needed. The company may have "created worlds," but they always did so in a way that was both a little sloppy and a little too tidy, with poor respect for their own canon. I have discussed at length my disappointment over the way the game treated the concept of "the Avatar" after Ultima IV. Well, here, in the opening documentation of Ultima VII, we have an in-game character who personifies that lack of respect, who manages to take the confusion over ORIGIN's retcons--was the Avatar really the same hero who defeated Mondain?--and twist it to his own ends. When I finished the manual in 1999, I was never more eager to leap into a world and start putting things right. I am only slightly less eager now.

Note: To avoid loading transitions and other throwbacks to an earlier age, the developers of Ultima VII changed the way DOS allocates memory. Their solution required players to boot from a special disk. I remember that this created all kinds of problems when I originally tried to play the game in the late 1990s. Also, processors had gotten so much faster that the characters moved at lightning speed, and I had to use a special program called Mo'Slo to slow things down. I don't think I ever got the sound working properly back then. The emulation era and the folks at GOG sure make this much easier.

QA Gig At Adult Swim



Must be available to work full time, 40 hours per week
- Work with Production and Games Teams to create patch notes for launch cycles
- Test any new content/game launches to ensure that everything is working as intended
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- Guarantee that we are delivering the highest quality experience to our end users
Third Party Management
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Those who are interested can send me an email with their resume to ryan.murray@turner.com.

Ready, Set, Go...

Monday, March 23, 2020

Storium Theory: Tell The Story Of The Characters

I've written in the past about the responsibility of the narrator to use the details provided by player characters, and to set up challenges for the player characters chosen for the game. Today, I'd like to delve into that same general idea, but from a slightly different angle.

As narrator, you're responsible for setting up the story. You're responsible for figuring out possibilities for the game arc - the way the game will start, how it will progress, what variations could come up along the way, how open things are to being altered by the player characters and by how much, and where the story is likely to go. I've written about these concepts quite a bit, as the responsibility the narrator holds for defining the game as a whole is pretty huge.

But don't forget that as narrator, your job is also to help the stories of the player characters - the main characters, the stars - emerge.

I wrote about this in brief a while back, when I discussed game arcs vs. character arcs - a story, ultimately, is not about what happens to the world at large, but what happens to the characters we are following. Therefore, the narrator's job is not just to define the world's plot, the game arc. The narrator's job is also - in fact, arguably more importantly - to help draw out character arcs and issues.

It is all well and good to have a grand, epic game plot, or events that will affect the fate of the world, or other things that will affect a great many people beyond the main characters. That's fine. In many genres, in fact, it's pretty darn essential.

And it's fine to have a structured story, plotted out to some degree in advance, with some events set reasonably in stone. Some narrators use looser setups with greater player influence, others use more defined ones with less player influence, and those are just a matter of the narrator's particular style. As I said in my discussion of said styles, they're all pretty much fine - it's just a matter of narrators and players who like similar styles finding each other.

So that's all fine.

But what's essential, no matter how you're running the game, is that the story needs to relate to the main characters. It needs to tie in with them. Not just involve them. Any story involves its main characters. What I'm encouraging you to do is more: Go beyond involving them. Go beyond just having them affect events in the story and be affected by them.

The story needs to be about them. It needs to relate to them. Even if there are events in the tale that would have happened without them, there need to be major, major elements of the tale that directly relate to the main characters.

Elements of the main characters' pasts should impact how the story develops. Who the main characters are should matter to the tale. Who they are should be tied intricately in.

Don't just set up events that would work with any group of characters. Look at the characters you have and design events, or at least twist events, to work specifically with them. The tale should never, ever feel like it would happen precisely the same way with another group of player characters. Sure, there can be certain broad strokes that could potentially come out regardless, but the intricate details of the story, the motivations and drama? That should all emerge from who these particular characters are.

And while the responsibility for that falls in part on the players - these are their characters, after all - it can't rest entirely on their shoulders. You, the narrator, must help them. You, the narrator, must make efforts to connect your tale to their tales.

I don't think I'm always successful at this, myself, but when I narrate a Storium game, I want the players to feel like it ended up tied in very strongly with their characters. I want them to feel like their characters' personal problems, issues, subplots, nemeses, and more all got involved. Even when the events start out not directly tied to them, I want them to end up tied in. I want the story to be the story of these characters, not the story of the situation.

That's the sort of mindset I encourage you to have.

Characters have their own subplots (they even have cards for those), their own issues, their own relationships, their own details. And these are not side elements to the story. These are the heart of the tale. These are what gives a tale meaning and drama and emotion.

Do not look at the individual character elements as the things to let players do when the main plot takes a break. Do not look at them as the things players can pull in if they want, so long as they don't get in the way of your primary tale. Do not look at them as "side" elements. Do not look at them as things to be covered "between" major threats.

These are not side elements. These are not less important. These are the very center of your story.

Some narrators plot out a lot in advance. Others take things as they come. Either is fine. But in either case, let the characters guide your story. You can plan events. But plan events around the issues raised by the main characters. Maybe you have things plotted out in advance. That's absolutely fine. But plot them out around the main characters.

There should never be a point in your tale where you say to yourself, "Well, this would be a good point to let the players go explore their personal plots, because I need a break between things for the main plot." That's because the personal plots and the overall plot should be interwoven sufficiently that pursuing the personal plots is pursuing the main plot, or vice versa.

If a player character has a villain in their background who kidnapped their brother, finding that person shouldn't be a side story. That person should be intricately tied to the main story, so that by pursuing the overall plot, the character plot is also explored, and by pursuing the kidnapper, the overall plot elements are revealed.

If a player character was accused of a crime they didn't commit, witnessed a foul deed, murdered a rival, sought approval from a parent, idolized a mentor...those are not things to leave on the sidelines or just explore when you have time. Those are things to tie into the tale. Those are things, in fact, to build the tale around as much as you can. The actual culprit is involved. The murdered rival had information that could've helped. The idolized mentor tried and failed to solve the problem...or maybe is involved in it.

Again, that doesn't mean you can't have an outline to start - having an outline to start is a great narration style. But the outline should be modified by the player characters. The story should fit their stories, and call to their themes.

Remember, you aren't just telling a story - you are telling the story of the characters. Don't build a generic story and then slot them in, or fit their tales into the breaks. Interweave the characters with the tale, and the tale with the characters, as much as you can manage.

Friday, March 20, 2020

Black Friday Sale And So Much More....

Black Friday Sale! Up to 60% off select items!
 
We dug pretty deep on our discounts for this sale, so much so we offered a special discount to our retail and wholesale partners.
Speaking of retail and wholesale partners; If you have not heard, we are now warehousing and distributing our own products. WOOT!
But that's not all…. Wait for it…. We are also stocking and distributing some legacy Wargames Factory products. For now, just the WWII line, both 15mm and 28mm scales but more is on the way.
 
 
 
 
 
 
 
Soooo much going on around here I am looking forward to the Thanksgiving holiday but dreading stepping away. I hope you all have a wonderful holiday.
 
All the best!
Mark

Thursday, March 19, 2020

What Daphne Saw, Short Film, Review And Interview.



What Daphne Saw is a poignant look at the criminal justice system. The is a well stated and slightly unnerving view of what has been spoken about in recent events in a way that, so many times, science fiction can only present.

Well done.

What Daphne Saw was screened at the 2019 FilmQuest film festival (website). It was nominated for Best Sci-Fi Short.

Synopsis

In the future, capital punishment has been abolished. Violent criminals are reprogrammed into unquestioning servants, their free will and ability to speak taken away. A young woman endures her punishment of silent servitude in a seemingly normal man's home, where she discovers dark secrets.

Tagline

Set in a dystopian future where criminals are reprogrammed to be voiceless, unquestioning servants to the wealthy, What Daphne Saw sheds light on the silencing of victims and asks the question, what does justice really mean?

Lizz Marshall directed What Daphne Saw and also shared some thoughts about her movie, inspirations, future and likes.

What was the inspiration for What Daphne Saw?

The concept for What Daphne Saw came from a few different things. It started with a feeling of voiclessness and powerlessness I saw in the character of Daphne in Greek mythology; there is a story where the God Apollo tries to rape a woman on Earth (Daphne) and when she begs the Gods for help, they turn her into a tree, so she is silenced for speaking out and forced to forever internalize her pain. I connected with Daphne in that story and wanted to explore that dynamic and those particular feelings. I had also done a short documentary my freshman year of college about recidivism, so my views on the justice system organically bled into the story.

What project(s) do you have coming up you're excited about?

As far as upcoming projects go: I will be working with anti-human trafficking non-profit organization NotInOurCity, who served as executive producers on What Daphne Saw, to create a genre-based VR short film that educates on human trafficking in a way that is engaging and narrative driven. They are currently raising funds for the project!

What was your early inspiration for pursuing a career in film?

Like many sci-fi filmmakers, Star Wars. I remember watching the original trilogy as a kid and feeling like it was just totally magical. It was really cool to be immersed in a different world and I really wanted to do that—build other worlds.

What would be your dream project?

I am hoping that this isn't the end for Daphne. I have a feature length version of What Daphne Saw that I am shopping around at the moment. I really want to direct the feature film for What Daphne Saw and share more of her world and complexities that there isn't enough time for in a short. There's also a project that's much more of a stretch that I'm hoping will one day see the light of day—it's a horror-comedy musical that's pretty out there. Totally in the opposite direction of What Daphne Saw tonally and a very different side of me as a writer. Those are my goals for the future right now!

What are some of your favorite pastimes when not working on a movie?

I also write music! I have made two music videos for songs called Parasiteand Lifeline I have co-written with Alex Winkler, who is the composer for What Daphne Saw. We actually co-wrote the song in the credits for the film—I wrote the lyrics and sang and Alex wrote the music. It was originally a song that we did loosely based on a video game called Life is Strange, and then made a music video for, but the emotional core of it really fit with the ending of What Daphne Saw so we decided to use it. I'm hoping we'll be able to release an EP at some point.

What is one of your favorite movies and why?

Empire Strikes Back! It's one of the few movies I can watch over and over and not get tired of.

You can watch the trailer on YouTube (link).

You can follow the movie on
Twitter and Instagram @whatdaphnesaw
Facebook (link)

Find out more about What Daphne Saw on IMDb (link).

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